It's so cute how you think they would actually read the dialog boxes that pop up before dismissing them.
A simpler solution would be to place the player in a constant state of red alert until the injuries to ship/captain are healed.
After a couple of days of their screen flashing RED ALERT they might come to the forums to ask why its flashing and they are unable to go to full impulse or run or change their gear out. :eek::P:rolleyes:
I carry between 40 and 60 Minor Components and 20 or so Major and Critical. When I die while waiting for the Respawn timer, the first thing I do is clear the ship's injury if any. It seems to be always cleared with a Minor Component. Never need to use the Major or Critical. Have never done Elite Ground so I have little use for the Regenerators.
It should be second nature to clear but I don't know why people are not more cognizant of injuries when doing Elite. There are so many NPCs around at the hubs whose only job is to tell you about injuries.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
I carry between 40 and 60 Minor Components and 20 or so Major and Critical. When I die while waiting for the Respawn timer, the first thing I do is clear the ship's injury if any. It seems to be always cleared with a Minor Component. Never need to use the Major or Critical. Have never done Elite Ground so I have little use for the Regenerators.
It should be second nature to clear but I don't know why people are not more cognizant of injuries when doing Elite. There are so many NPCs around at the hubs whose only job is to tell you about injuries.
I guess it falls into the same category as how anyone flying a Scimitar can go into an STF and still barely break 5k DPS...
Unfortunately one of the downsides of an MMO is often the multiplayer aspect... This is often compounded further in F2P MMO's as you end up with people (usually fairly young) who either cannot grasp, or simply cannot be bothered to grasp, even basic mechanics, who are playing purely because it's free...
A simpler solution would be to place the player in a constant state of red alert until the injuries to ship/captain are healed.
After a couple of days of their screen flashing RED ALERT they might come to the forums to ask why its flashing and they are unable to go to full impulse or run or change their gear out. :eek::P:rolleyes:
Ohh that would infuriate me to no end! lol Not that I fly around with injuries, but even the damned eternity it lasts after combat drives me crazy!!
A simpler solution would be to place the player in a constant state of red alert until the injuries to ship/captain are healed.
After a couple of days of their screen flashing RED ALERT they might come to the forums to ask why its flashing and they are unable to go to full impulse or run or change their gear out. :eek::P:rolleyes:
On a scale from crippling to nothing, I rate ship and ground injuries as annoying. I've seen them ignored by some players because they are not crippling enough. But at the same time, they make the team less capable of doing the mission (which hit home only if the team border lines acceptability).
Are the injuries working as intended?
the most annoying problem with damage/injuries is to repair/heal them is such a time consuming business, you have to select your character window maybe select your ship - click on repair and then confirm the repair then close your window, ok this only takes maybe 30 seconds but 30 seconds is a long time when your eager to get back to the action.
granted sometimes you have time if its a long wait for the respawn icon to come up but you could not tell anyway with all the windows in the way if your respawn timer has reached zero, it just a very annoying and overcomplicated procedure anyway.
I just wish that a (repair/heal yes/no or you need repair/heal modules warning) icon would pop up on screen that could be sorted with one click in like 2 seconds while the mission is running and just revert to the old method when you are finished.
When I think about everything we've been through together,
maybe it's not the destination that matters, maybe it's the journey,
and if that journey takes a little longer,
so we can do something we all believe in,
I can't think of any place I'd rather be or any people I'd rather be with.
I just wish that a (repair/heal yes/no or you need repair/heal modules warning) icon would pop up on screen that could be sorted with one click in like 2 seconds while the mission is running and just revert to the old method when you are finished.
We need a big flashing text on our screen that says YOU ARE INJURED/YOUR SHIP IS DAMAGED so people will know they have injuries and actually fix them. And yeah, it's meant to be annoying, flashing there constantly and not going away, giving players the incentive to fix themselves up. You should not be able to queue for anything either until you're healed. Injuries also need to be more noticeable and severe in how it affects your performance.
This! So much this ... it is not even funny. Some death penalty is needed. But because they only show up as tiny little icons you still have an absurd number of people coming into missions with multiple injuries.
Time to show them clearly and make those injuries seriously affect the ship.
"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."
LOL. So by Cryptic's logic injuries should be removed.
"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Minor damage: slight rebuff
Major damage: strong rebuff
Critical damage: System disabled entirely
Die one more time for a chance that system is destroyed. That means GEAR! only a system that is already disabled can get destroyed. So losing shields when sickbay is disabled won't happen.
And maybe injuries should not only be reserved for Elite difficulty, just the highest severity.
Normal difficulty for minor damage, advanced difficulty for major and critical and elite for destroyed gear.
That way repairing systems becomes normal at early stages of the game without compromising players too much who are still learning.
Torpedo tube failure? Torps and Mines are unusable.
Engines damaged? You can't move.
Sickbay damaged? Crew doesn't recover and random BOFF's are "unconscious" rendering their abilities unusable.
Shield Systems damaged? No shields.
Getting sick of people showing up in battle with a list of damaged systems longer than their ship status graphic.
I can understand weapons and shield facings. But which Engines? Starships have Warp, Impulse and Impulse Thrusters. Each providing a different job and level of speed. As for Torpedo tubes..Starships have multiple and if the starship is only firing from one lone Torp Tube...Are the others just stuffed with extra gear? As for Sickbay..The moment Sickbay is damaged the Doctors and Nurses find another place to set up shop and continue working.
Actually, I disagree with most people here and I'll say that injuries, especially in space, are very annoying.
You die (15 seconds to respawn), respawn (about 5-10 seconds on my computer), press U, click on my actual ship (it defaults to my shuttle in space, and has done this on every toon for the last few months), click on "damaged," click on "heal all," click on "ok" (because, who knows, maybe after doing all those clickies I changed my mind about actually fixing those injuries!), clicking X to close that window while carefully avoiding the other x that closes the game, and pressing U to get rid of the status window. All in all, about 40-50 seconds out of the game because of the injuries.
Of course, I can usually just ignore them, but then other players send abusive messages in the chat. I once blocked someone who was screaming curse words at me for not healing "projectile weapon system damage" when I don't even use torps. Uh, OK, so I should leave the game for a minute to fix something that has no effect on gameplay? Makes sense.
Anyway, I hope this gets fixed in xp2 and they just make a 1-click-fix for injuries in space. On ground there's usually more down time so it's less annoying.
In order to make damages and injuries more realistic they should start a timer.
Minor damage/injury: 5 min timer
Major damage/injury: 10min timer
Critical damage/injury: only repairable in a space dock/healable in sichbay. This would unlock a doff mission that let's you repair/heal your ship/char. The time necessary to complete it would depend on the sloted doffs.
Puting special doffs (trait: miracle worker -20% repair time) on active duty would reduce all timers.
Injuries and damages should have a major impact on your game even after you left the fleet action. And it would increase the importance of tanking and healing thus giving engineering/science captains a much more important role.
Actually, I disagree with most people here and I'll say that injuries, especially in space, are very annoying.
You die (15 seconds to respawn), respawn (about 5-10 seconds on my computer), press U, click on my actual ship (it defaults to my shuttle in space, and has done this on every toon for the last few months), click on "damaged," click on "heal all," click on "ok" (because, who knows, maybe after doing all those clickies I changed my mind about actually fixing those injuries!), clicking X to close that window while carefully avoiding the other x that closes the game, and pressing U to get rid of the status window. All in all, about 40-50 seconds out of the game because of the injuries.
Of course, I can usually just ignore them, but then other players send abusive messages in the chat. I once blocked someone who was screaming curse words at me for not healing "projectile weapon system damage" when I don't even use torps. Uh, OK, so I should leave the game for a minute to fix something that has no effect on gameplay? Makes sense.
Anyway, I hope this gets fixed in xp2 and they just make a 1-click-fix for injuries in space. On ground there's usually more down time so it's less annoying.
A bit off the main topic, but to get your ship to show up on opening of the character window in space rather than your shuttle, name your shuttle something that begins with a letter higher in the alphabet than your starship - if your ship name starts with a G, make sure the shuttle is named something that starts with anything between H and Z. I tend to name my shuttles starting with Z just to be certain.
I would make a point of saying that as a player who plays on minimum possible difficulties of missions I still pick up injuries, and without even thinking about it I can occasionally gather huge numbers of injuries because I'm in a fairly easy zone so why would I be thinking about my ship taking injuries? I'm still working in my subconscious off the early principle that "easy" doesn't damage at all, only the higher difficulties.
Really it should be reserved for the highest difficulties as that was what it was originally intended for, to actually give them an added level of risk which you don't get on "easy".
I agree, they are quite annoying because they make the game harder if you don´t carry Components or REgenerators (thats why i always carry some). But the real annoying thing is when people don´t use them or repair their ships /get healed. If you play an STf and your Teammate has a injury list that goes all over the screen there is nothing more than to think "OMG, why?"
They should streamline it a little and make it have consequences.
For instance in space:
- Minor weapons damage = 10% reduction in ship weapons (actual weapons and not weapon power) and 10% more susceptible to Target Weapons Subsystem. Major damage would be 25% and crit would be 50%.
Same would go for Aux, shield, and engines.
I do like the idea of double vision for head injuries. The more severe, the worst the vision.
Real simple solution here... If you have a broken ship, or a injured character, you should not be able to queue for any STF until you have resolved the ship or character damage...
People will soon learn to actually repair and heal during (or at least after) an STF...
It has been proposed and personally i hope it gets implemented, but at the same time i have little hopes for it to happen.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Injuries are a as annoying as a fly on a windshield, and that's about it - the game surely could make more challenges for us, so we'd feel those injuries more on our gameplay. As it's now, I can pretty much shrug them off, without feeling any impact on my performance.
[10:20] Your Lunge deals 4798 (2580) Physical Damage(Critical) to Tosk of Borg.
Star Trek Online Volunteer Community Moderator "bIghojchugh DaneH, Dumev pagh. bIghojqangbe'chugh, DuQaHlaH pagh." "Learn lots. Don't judge. Laugh for no reason. Be nice. Seek happiness."~Day[9] "Your fun isn't wrong."~LaughingTrendy
Disagree with the title. Dying in this game already means nothing. I'd rather see the price of components and regenerators raised (say around 50.000 EC or even a few hundred dilithium per component/regenerator) and only available from vendors (so no drops).
Two positive effects: 1) Healers become more important. 2) Resiliency/defensive capabilities become more important than 'try to deal as much DPS as possible'. Would be a nice move away from the overly tactical and damage focused builds.
Disagree with the title. Dying in this game already means nothing. I'd rather see the price of components and regenerators raised (say around 50.000 EC or even a few hundred dilithium per component/regenerator) and only available from vendors (so no drops).
Two positive effects: 1) Healers become more important. 2) Resiliency/defensive capabilities become more important than 'try to deal as much DPS as possible'. Would be a nice move away from the overly tactical and damage focused builds.
Dying should result in punishment.
^ This, million times.
[10:20] Your Lunge deals 4798 (2580) Physical Damage(Critical) to Tosk of Borg.
Star Trek Online Volunteer Community Moderator "bIghojchugh DaneH, Dumev pagh. bIghojqangbe'chugh, DuQaHlaH pagh." "Learn lots. Don't judge. Laugh for no reason. Be nice. Seek happiness."~Day[9] "Your fun isn't wrong."~LaughingTrendy
I look at the injuries and damage two ways. Its realistic, since you would suffer permanent damage that would need specialized repair, and if other players keep blowing up, that means I get first place in CE.
Disagree with the title. Dying in this game already means nothing. I'd rather see the price of components and regenerators raised (say around 50.000 EC or even a few hundred dilithium per component/regenerator) and only available from vendors (so no drops).
Two positive effects: 1) Healers become more important. 2) Resiliency/defensive capabilities become more important than 'try to deal as much DPS as possible'. Would be a nice move away from the overly tactical and damage focused builds.
One big negative effect, lot of cheap-TRIBBLE ship captains on my team with extensive damage
So the only way anything like this would work is if players could repair
Years ago it was a rather bad "solution" to the complaint that the game was too damn easy.
Difficulty levels and an injuries system were implemented.
Badly.
The End.
IMO it shows a wrong approach to make the game more exciting and challenging!
It's really only annoying and not really increasing the challenge or fun or whatever. Challenge would be to limit player death to you die and you are out or 3-5 times max per STF for example. I don't think this would be fun or wanted at all.
I am all for making the game more interesting and challenging, death to be more meaningful and to be avoided. But this system doesn't do that at all.
Years ago it was a rather bad "solution" to the complaint that the game was too damn easy.
Difficulty levels and an injuries system were implemented.
Badly.
The End.
IMO it shows a wrong approach to make the game more exciting and challenging!
It's really only annoying and not really increasing the challenge or fun or whatever. Challenge would be to limit player death to you die and you are out or 3-5 times max per STF for example. I don't think this would be fun or wanted at all.
I am all for making the game more interesting and challenging, death to be more meaningful and to be avoided. But this system doesn't do that at all.
So there is tweaking the current system.
There is adding a number of lives.
I might add making it so x amount of deaths equals reduced rewards.
Annoying? More like aggravating. Get stuck with a bunch of people in a CE with critical injuries across the board and see how many times people blow up.
On a stage where the boss can increase to one shot power by bad strategy in the team I find that injuries are the least indicator of death.
'head trauma', 'internal bleeding', and 'collapsed lung' do suggest a more serious injury than they turn out to be in sto. imagine if 'head trauma' resulted in double vision, or if internal bleeding reduced your max hp by 50%. current injuries are pretty weak indeed.
Exactly.
Actually if we were looking at injuries
Concussion should give either double vision or dimming vision
Internal bleeding should see a constantly decreasing health, a poison effect.
Combat exhaustion should disable run.
Head Trauma should be the more severe effects of concussion.
I think there's another thread around here with similar suggestions. I know I've spoken on the subject before.
Torpedo tube failure? Torps and Mines are unusable.
Engines damaged? You can't move.
Sickbay damaged? Crew doesn't recover and random BOFF's are "unconscious" rendering their abilities unusable.
Shield Systems damaged? No shields.
Getting sick of people showing up in battle with a list of damaged systems longer than their ship status graphic.
For this to work though you'd need better repair.
The issue is that in the shows these systems would go down and then engineering would be able to get them back online. The components system would have to either go away or be integrated.
So you have torpedo tube failure, engineering team uses one component and the tubes come back on line. With no components to swap out then you have to repair, and that takes time, say sixty seconds. But without components you can't actually repair it back to full operation so it can be knocked out again.
So you go launcher damage, to launcher malfunction, to Launchers offline. With components you're back to normal, but without it engineering team brings it back online but you've still got damage. Like in Star Trek II.
Engine damage would knockout the warp core reducing the overall ship's power and the output of say EPtX, but you still have impulse online. If they knockout Impulse then you move very slow because you're on thrusters.
Shield system damage should mean it takes longer to rebalance your shields, malfunction means your shields have higher bleed through, and of course shield failure would knock them out entirely. That would certainly make armor consoles and hull tanking a necessity.
Phasers and disable builds would certainly be more meaningful.
Taking care of your ship becomes important. I think the UI's MSD would need to be more detailed. Maybe larger with a transparency effect.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
The issue is that in the shows these systems would go down and then engineering would be able to get them back online. The components system would have to either go away or be integrated.
So you have torpedo tube failure, engineering team uses one component and the tubes come back on line. With no components to swap out then you have to repair, and that takes time, say sixty seconds. But without components you can't actually repair it back to full operation so it can be knocked out again.
So you go launcher damage, to launcher malfunction, to Launchers offline. With components you're back to normal, but without it engineering team brings it back online but you've still got damage. Like in Star Trek II.
Engine damage would knockout the warp core reducing the overall ship's power and the output of say EPtX, but you still have impulse online. If they knockout Impulse then you move very slow because you're on thrusters.
Shield system damage should mean it takes longer to rebalance your shields, malfunction means your shields have higher bleed through, and of course shield failure would knock them out entirely. That would certainly make armor consoles and hull tanking a necessity.
Phasers and disable builds would certainly be more meaningful.
Taking care of your ship becomes important. I think the UI's MSD would need to be more detailed. Maybe larger with a transparency effect.
Call for a thing straight out of Warship Gunner: emergency repairs. Shuts down the ship (even while under attack) to spend some time doing full repairs to health and other things (like the flight deck, rudder, engine room, or to remove any fires before they hit the magazine).
they are easy to avoid... don't do elite and if you do bring component and regenerator. and extra for people who suck
I've had this bug in my account for a LONG time where I can't actually use said items in an instance. I get the menu and the option is there, but instead of actually USING them, it disappears and nothing has happened. Naturally the item is still in my inventory. I've reported this several times but gave up. No one cares and teammates never believe me when I try to explain it to them. The best thing to do is simply not die as stated by someone else.
My Old Blog about things that could and should have been added when I wrote it. Not sure what I want to do with it now. I'll just keep it available now that most of it is outdated.
Comments
"How do I get this freak'n, ugh. It's, like, not cool... ok, ok, like I'll go get this thing fixed, JUST DISAPPEAR!"
A simpler solution would be to place the player in a constant state of red alert until the injuries to ship/captain are healed.
After a couple of days of their screen flashing RED ALERT they might come to the forums to ask why its flashing and they are unable to go to full impulse or run or change their gear out. :eek::P:rolleyes:
It should be second nature to clear but I don't know why people are not more cognizant of injuries when doing Elite. There are so many NPCs around at the hubs whose only job is to tell you about injuries.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
I guess it falls into the same category as how anyone flying a Scimitar can go into an STF and still barely break 5k DPS...
Unfortunately one of the downsides of an MMO is often the multiplayer aspect... This is often compounded further in F2P MMO's as you end up with people (usually fairly young) who either cannot grasp, or simply cannot be bothered to grasp, even basic mechanics, who are playing purely because it's free...
Ohh that would infuriate me to no end! lol Not that I fly around with injuries, but even the damned eternity it lasts after combat drives me crazy!!
Because I can't go to full impluse.
"C'mon...sooooo slooow... transfering... weapon... power... to... engines! Should've sprung for hyper-impulse!"
the most annoying problem with damage/injuries is to repair/heal them is such a time consuming business, you have to select your character window maybe select your ship - click on repair and then confirm the repair then close your window, ok this only takes maybe 30 seconds but 30 seconds is a long time when your eager to get back to the action.
granted sometimes you have time if its a long wait for the respawn icon to come up but you could not tell anyway with all the windows in the way if your respawn timer has reached zero, it just a very annoying and overcomplicated procedure anyway.
I just wish that a (repair/heal yes/no or you need repair/heal modules warning) icon would pop up on screen that could be sorted with one click in like 2 seconds while the mission is running and just revert to the old method when you are finished.
When I think about everything we've been through together,
maybe it's not the destination that matters, maybe it's the journey,
and if that journey takes a little longer,
so we can do something we all believe in,
I can't think of any place I'd rather be or any people I'd rather be with.
That would be nice...
This! So much this ... it is not even funny. Some death penalty is needed. But because they only show up as tiny little icons you still have an absurd number of people coming into missions with multiple injuries.
Time to show them clearly and make those injuries seriously affect the ship.
- Judge Aaron Satie
LOL. So by Cryptic's logic injuries should be removed.
- Judge Aaron Satie
Major damage: strong rebuff
Critical damage: System disabled entirely
Die one more time for a chance that system is destroyed. That means GEAR! only a system that is already disabled can get destroyed. So losing shields when sickbay is disabled won't happen.
And maybe injuries should not only be reserved for Elite difficulty, just the highest severity.
Normal difficulty for minor damage, advanced difficulty for major and critical and elite for destroyed gear.
That way repairing systems becomes normal at early stages of the game without compromising players too much who are still learning.
I can understand weapons and shield facings. But which Engines? Starships have Warp, Impulse and Impulse Thrusters. Each providing a different job and level of speed. As for Torpedo tubes..Starships have multiple and if the starship is only firing from one lone Torp Tube...Are the others just stuffed with extra gear? As for Sickbay..The moment Sickbay is damaged the Doctors and Nurses find another place to set up shop and continue working.
You die (15 seconds to respawn), respawn (about 5-10 seconds on my computer), press U, click on my actual ship (it defaults to my shuttle in space, and has done this on every toon for the last few months), click on "damaged," click on "heal all," click on "ok" (because, who knows, maybe after doing all those clickies I changed my mind about actually fixing those injuries!), clicking X to close that window while carefully avoiding the other x that closes the game, and pressing U to get rid of the status window. All in all, about 40-50 seconds out of the game because of the injuries.
Of course, I can usually just ignore them, but then other players send abusive messages in the chat. I once blocked someone who was screaming curse words at me for not healing "projectile weapon system damage" when I don't even use torps. Uh, OK, so I should leave the game for a minute to fix something that has no effect on gameplay? Makes sense.
Anyway, I hope this gets fixed in xp2 and they just make a 1-click-fix for injuries in space. On ground there's usually more down time so it's less annoying.
Minor damage/injury: 5 min timer
Major damage/injury: 10min timer
Critical damage/injury: only repairable in a space dock/healable in sichbay. This would unlock a doff mission that let's you repair/heal your ship/char. The time necessary to complete it would depend on the sloted doffs.
Puting special doffs (trait: miracle worker -20% repair time) on active duty would reduce all timers.
Injuries and damages should have a major impact on your game even after you left the fleet action. And it would increase the importance of tanking and healing thus giving engineering/science captains a much more important role.
A bit off the main topic, but to get your ship to show up on opening of the character window in space rather than your shuttle, name your shuttle something that begins with a letter higher in the alphabet than your starship - if your ship name starts with a G, make sure the shuttle is named something that starts with anything between H and Z. I tend to name my shuttles starting with Z just to be certain.
Really it should be reserved for the highest difficulties as that was what it was originally intended for, to actually give them an added level of risk which you don't get on "easy".
For instance in space:
- Minor weapons damage = 10% reduction in ship weapons (actual weapons and not weapon power) and 10% more susceptible to Target Weapons Subsystem. Major damage would be 25% and crit would be 50%.
Same would go for Aux, shield, and engines.
I do like the idea of double vision for head injuries. The more severe, the worst the vision.
It has been proposed and personally i hope it gets implemented, but at the same time i have little hopes for it to happen.
Star Trek Online Volunteer Community Moderator
"bIghojchugh DaneH, Dumev pagh. bIghojqangbe'chugh, DuQaHlaH pagh."
"Learn lots. Don't judge. Laugh for no reason. Be nice. Seek happiness." ~Day[9]
"Your fun isn't wrong." ~LaughingTrendy
Find me on Twitterverse - @jodarkrider
oh! thx. i didn't know
Two positive effects: 1) Healers become more important. 2) Resiliency/defensive capabilities become more important than 'try to deal as much DPS as possible'. Would be a nice move away from the overly tactical and damage focused builds.
Dying should result in punishment.
Star Trek Online Volunteer Community Moderator
"bIghojchugh DaneH, Dumev pagh. bIghojqangbe'chugh, DuQaHlaH pagh."
"Learn lots. Don't judge. Laugh for no reason. Be nice. Seek happiness." ~Day[9]
"Your fun isn't wrong." ~LaughingTrendy
Find me on Twitterverse - @jodarkrider
One big negative effect, lot of cheap-TRIBBLE ship captains on my team with extensive damage
So the only way anything like this would work is if players could repair
Difficulty levels and an injuries system were implemented.
Badly.
The End.
IMO it shows a wrong approach to make the game more exciting and challenging!
It's really only annoying and not really increasing the challenge or fun or whatever. Challenge would be to limit player death to you die and you are out or 3-5 times max per STF for example. I don't think this would be fun or wanted at all.
I am all for making the game more interesting and challenging, death to be more meaningful and to be avoided. But this system doesn't do that at all.
Exactly.
Actually if we were looking at injuries
Concussion should give either double vision or dimming vision
Internal bleeding should see a constantly decreasing health, a poison effect.
Combat exhaustion should disable run.
Head Trauma should be the more severe effects of concussion.
I think there's another thread around here with similar suggestions. I know I've spoken on the subject before.
For this to work though you'd need better repair.
The issue is that in the shows these systems would go down and then engineering would be able to get them back online. The components system would have to either go away or be integrated.
So you have torpedo tube failure, engineering team uses one component and the tubes come back on line. With no components to swap out then you have to repair, and that takes time, say sixty seconds. But without components you can't actually repair it back to full operation so it can be knocked out again.
So you go launcher damage, to launcher malfunction, to Launchers offline. With components you're back to normal, but without it engineering team brings it back online but you've still got damage. Like in Star Trek II.
Engine damage would knockout the warp core reducing the overall ship's power and the output of say EPtX, but you still have impulse online. If they knockout Impulse then you move very slow because you're on thrusters.
Shield system damage should mean it takes longer to rebalance your shields, malfunction means your shields have higher bleed through, and of course shield failure would knock them out entirely. That would certainly make armor consoles and hull tanking a necessity.
Phasers and disable builds would certainly be more meaningful.
Taking care of your ship becomes important. I think the UI's MSD would need to be more detailed. Maybe larger with a transparency effect.
Call for a thing straight out of Warship Gunner: emergency repairs. Shuts down the ship (even while under attack) to spend some time doing full repairs to health and other things (like the flight deck, rudder, engine room, or to remove any fires before they hit the magazine).
I've had this bug in my account for a LONG time where I can't actually use said items in an instance. I get the menu and the option is there, but instead of actually USING them, it disappears and nothing has happened. Naturally the item is still in my inventory. I've reported this several times but gave up. No one cares and teammates never believe me when I try to explain it to them. The best thing to do is simply not die as stated by someone else.